diff options
author | sanine-a <sanine.not@pm.me> | 2021-04-16 15:20:34 -0500 |
---|---|---|
committer | sanine-a <sanine.not@pm.me> | 2021-04-16 15:20:34 -0500 |
commit | 91a44ded1c9cfd661cdf98cd2cf6cceeedd2e8e9 (patch) | |
tree | 781f33474703a81a04e4dba1fdb89669773465e3 /App.js | |
parent | f0702a9bb09b1a3d6850f45ad362556258675e67 (diff) |
clean up global constants and add LevelSelect component
Diffstat (limited to 'App.js')
-rw-r--r-- | App.js | 77 |
1 files changed, 66 insertions, 11 deletions
@@ -2,12 +2,26 @@ const h = Inferno.h; +const linearArray = n => { + let array = []; + for (let i=0; i<n; i++) + array.push(i); + return array; + }; + const GlobalState = {}; +const CHARACTERS_PER_LEVEL = 20; +const Constant = { + CHARACTERS: characters, + CHARACTERS_PER_LEVEL, + LEVEL_NAMES: linearArray(characters.length/CHARACTERS_PER_LEVEL) + .map(n => `Level ${n+1} (${(CHARACTERS_PER_LEVEL*n)+1}-${CHARACTERS_PER_LEVEL*(n+1)})`), +}; // IMPURE const updateState = (state, update) => Object.keys(update).forEach( key => { - if (typeof(state[key]) === 'object') + if (typeof(state[key]) === 'object' && !(Array.isArray(state[key]))) updateState(state[key], update[key]); else state[key] = update[key]; @@ -39,6 +53,7 @@ const App = ({state}) => { setTimeout(() => setState({ guessInput: { isShaking: false } }), 300); if (currentLevel.oldTimer) { + // side-effect!! clearInterval(currentLevel.oldTimer); currentLevel.oldTimer = undefined; currentLevel.timer = setInterval(() => { @@ -51,9 +66,17 @@ const App = ({state}) => { return h('div', {}, [ h(Score, { gameParams, currentLevel }), h(Game, { - state, currentLevel, guessInput, + eventHandlers: { + handleInput: updateStateOnEvent(state, handleGuessInputInput), + handleKeyDown: updateStateOnEvent(state, handleGuessInputKeyDown), + }, + }), + h(LevelSelect, { + gameParams, + handleInput: updateStateOnEvent(state, handleLevelInput), + handleFocusIn: updateStateOnEvent(state, handleLevelFocusIn), }), ]); }; @@ -88,11 +111,12 @@ const Score = ({ gameParams, currentLevel }) => { }; -const Game = ({ state, currentLevel, guessInput }) => { +const Game = ({ currentLevel, guessInput, eventHandlers }) => { const { characters, index, running } = currentLevel; + const { handleInput, handleKeyDown } = eventHandlers if (!running) - return h('p', {}, 'Finished'); + return h('p', {}, 'Done!'); else { const [ character ] = characters[index]; @@ -101,8 +125,8 @@ const Game = ({ state, currentLevel, guessInput }) => { h(GuessInput, { value: guessInput.value, isShaking: guessInput.isShaking, - handleInput: updateStateOnEvent(state, handleGuessInputInput), - handleKeyDown: updateStateOnEvent(state, handleGuessInputKeyDown), + handleInput: handleInput, + handleKeyDown: handleKeyDown, }), ]); } @@ -121,6 +145,25 @@ const GuessInput = ({value, isShaking, handleInput, handleKeyDown}) => { }; +const LevelSelect = ({ gameParams, handleInput, handleFocusIn }) => { + const { level } = gameParams; + + const options = Constant.LEVEL_NAMES + .map((name, index) => + h('option', { + value: index, + }, name) + ); + + return h('span', {}, [ + h('label', {}, 'Level: '), + h('select', { + onInput: handleInput, + }, options), + ]); +} + + /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * Event Handlers @@ -176,6 +219,14 @@ const handleGuessInputKeyDown = (state, event) => { }; +const handleLevelInput = (state, event) => { + console.log(event.target.selectedIndex); + return reset(state, { level: event.target.selectedIndex }); +}; + +const handleLevelFocusIn = (state, event) => ({ gameParams: { level: -1 } }); + + /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * Document load and game reset @@ -221,11 +272,12 @@ const availableGameModes = (level, levelSize) => { const reset = (state, update) => { + const { level, gameMode } = state.gameParams; const { timer } = state.currentLevel; - const newLevel = 0; - const gameModes = availableGameModes(newLevel, 20); - const newGameMode = 0; + const newLevel = update.level !== undefined ? update.level : level; + const gameModes = availableGameModes(newLevel, Constant.CHARACTERS_PER_LEVEL); + const newGameMode = update.level !== undefined ? 0 : gameMode; // new level characters const shuffled = array => { @@ -239,7 +291,7 @@ const reset = (state, update) => { const levelCharacters = gameMode => { const [start, end] = gameMode.range; - return shuffled(characters.slice(start, end)); + return shuffled(Constant.CHARACTERS.slice(start, end)); // global (but constant) access }; return { @@ -267,7 +319,10 @@ const reset = (state, update) => { // IMPURE window.onload = () => { - const initialState = reset({ currentLevel: { timer: true }}); + const initialState = reset({ + gameParams: { level: 0, gameMode: 0 }, + currentLevel: { timer: true } + }, {}); setState(initialState); }; |